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Messages - nshapter

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1
For a dozen years I played keyboard only because I use a mouse at work, and it causes me pain to use any it more than I do.
If there's never a way to play the premium version with the keyboard, this may be the last time I play.
I'm in a lot of pain, wrist joint popping, after playing last night.
I can't tell you all how sad this makes me.

2
I had this problem too utilizing the bones acquired from a beak dog mounted invasion.
Problem: too many bones of the same kind.
Bone carvers doesn't want to apply multiple decorations of the same bone to the same item.
[SOLUTION]
Forbid the bones in the shop and any of the same creature type, forcing the bone carvers to use another variety.

3
DF General Discussion / Re: Dwarf Fortress 40_03 Starter Pack r3
« on: July 16, 2014, 04:14:03 pm »

@ PeridexisErrant
Where do you get your therapist for the starter pack?  Did you just memory scan to get it updated?

I'm trying to get Therapist 20.4 to work with your memory layout, and no-go.

Is there a therapist fork somewhere that's been updated for 40.x?

4
DF Dwarf Mode Discussion / Re: Why is there so many kids!?
« on: September 08, 2012, 04:06:53 am »
The only answer I can think of is that in 12 years, you're going to need a military.

5
DF Suggestions / Starting a Bug Discussion - Mantis
« on: October 15, 2011, 11:58:31 pm »
Let's talk about how to confirm, verify, and report bug request. 

There's thousands of reports on Mantis. 

Maybe announce it here first, and if nobody replies in a few days, post it to mantis. 

There's a bunch of duplicates.

Comment on things if they persist across releases!



http://www.bay12games.com/dwarves/mantisbt/my_view_page.php

http://www.bay12forums.com/smf/index.php?topic=52185.msg1126000#msg1126000
 

6
DF Suggestions / Re: Bug/Cleanup drudgery - Why not get an intern?
« on: October 15, 2011, 11:37:54 pm »
I'm 'Starting a Bug Discussion' topic.

if as a community we  add to the MANTIS bug reporter

http://www.bay12games.com/dwarves/mantisbt/my_view_page.php

by joining, commenting, and reporting bugs...

Toady reads this...  sometimes.

7
Unfortuately the retinue that arrived with her caused a loyalty issue. She attacked the first on the scene, and was immediately demoted to 'Goblin'

The squad made short work of her >:(

8
DF Dwarf Mode Discussion / My Queen Arrived and she's a Hostile Goblin
« on: October 14, 2011, 01:16:43 pm »
In a world made with a bit of modding, the Queen of the Dwarves is a goblin.  She arrived at my fortress after meeting the 'Becoming the Capital' requests, and she's hostile!  :o

I'm thinking she's a candidate for 'Deep Magma Exploration'

9
DF Modding / Re: scared by scarcity? try bog iron!
« on: February 21, 2011, 12:38:26 am »
I'v been using this IRL inspired solution.

If you take a magnet to any sandy beach you'll find a black sand sticks to it.
I don't suggest using a magnet you like as it is very hard to get it all off!

Code: [Select]
[REACTION:SANDIRON]
[NAME:Process Sand For Iron]
[BUILDING:SMELTER:NONE]
[REAGENT:B:10:BOX:NONE:NONE:NONE][BAG][CONTAINS_SAND]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]
[PRODUCT:100:3:BOULDER:NO_SUBTYPE:OBSIDIAN:NONE]
[FUEL]
[SKILL:SMELT]

Slag is a custom material copied from obsidian.

http://en.wikipedia.org/wiki/Ironsand

As a rule I dislike cheating in a serious embark.  It makes me feel better to have a 'real world' solution.


Similarly an earlier mod:

Code: [Select]
[REACTION:BONEBURN]
[NAME:Burn Bones for Calcite flux]
[BUILDING:TRASHBURNER:NONE]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CALBONE]

[SKILL:SMELT]

[REACTION:TRASH_VERMIN]
[NAME:Burn Dead Vermin for flux and potash]
[BUILDING:TRASHBURNER:NONE]
[REAGENT:A:10:REMAINS:NONE:NONE:NONE]
[PRODUCT:100:3:BAR:NONE:POTASH:NONE][PRODUCT_DIMENSION:150]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CALBONE]
[SKILL:POTASH_MAKING]


http://www.appropedia.org/Iron_and_Steel

Calcined bone has been used as a flux.

more on the building and materials

Code: [Select]
calcined bones are a usable flux
[INORGANIC:CALBONE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:calcined bones][DISPLAY_COLOR:7:7:1][TILE:'177']
[REACTION_CLASS:FLUX]
[MATERIAL_VALUE:3]
[IS_STONE]
[MELTING_POINT:12902]

[INORGANIC:SLAG]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[MELTING_POINT:13600]
[BOILING_POINT:16000]
[STATE_NAME_ADJ:ALL_SOLID:slag][DISPLAY_COLOR:0:7:1][TILE:177][LAVA]
[MAX_EDGE:20000]
[MATERIAL_VALUE:1]
[IS_STONE]

and the trashburning building

Code: [Select]
[OBJECT:BUILDING]
[BUILDING_WORKSHOP:TRASHBURNER]
   [NAME:Burn Barrel]
   [NAME_COLOR:7:0:1]
   [WORK_LOCATION:1:1]
[BUILD_LABOR:SMELT]
[BUILD_KEY:NONE]   
[DIM:2:1]
[TILE:0:1:32:32]
[COLOR:0:1:0:0:0:0:0:0]
[TILE:1:1:32:182]
[COLOR:1:1:0:0:0:0:0:1]
[TILE:3:1:32:182]
[COLOR:2:1:0:0:0:0:0:1]
[TILE:3:1:32:182]
[COLOR:3:1:0:0:0:4:0:0]
   [BUILD_ITEM:1:BARREL:NONE:METAL:NONE][CAN_USE_ARTIFACT][EMPTY]
   [BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]

10
DF Modding / Re: Metal Shells
« on: February 18, 2011, 03:32:44 pm »
The first three are all correct. [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE] makes a tissue called SHELL with template SHELL_TEMPLATE, and selects SHELL. Any tissue tokens you call after that apply to SHELL. Calling a creature token deselects SHELL.

Same goes for materials and for tissue layers (not the same as a tissue, its a tissue layer applied to a bodypart). For these two you can use PLUS_MATERIAL or PLUS_TISSUE_LAYER to add another material or tissue layer to the selection, for some reason you cant do this for tissues.

As for butchered bodypart naming, it uses the materials name. I have seen it use the bodyparts name if said bodypart is made of a single material, leaving little butchering to be done. Since that is not the case for oysters (they just have BODY their only bodypart) it ends up seperating it into 'oyster meat' and in this case 'oyster iron'.

Best here would be to add another bodypart for the oyster and call it 'iron oyster shell'. Havnt tried this on vermin though.

Another way is to make it have a bodypart that has the TOTEMABLE tag (skulls use these). Those are not butchered, hence skulls dont yield 'bone' but 'skull'. It has the obvious sideffect of +iron oyster shell totem+. There might also be problems melting it, with other tissue materials being on it.


Would this solve the problem for my current pet reaction?
Code: [Select]
[REACTION:BONEBURN]
[NAME:Burn Bones for Calcite flux]
[BUILDING:SMELTER:NONE]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][ANY_BONE_MATERIAL]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CALBONE]
[SKILL:SMELT]
requires a second reaction to use skulls?
Code: [Select]
[REACTION:SKULLBURN]
[NAME:Burn Skulls for Calcite flux]
[BUILDING:SMELTER:NONE]
[REAGENT:bones:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][TOTEMABLE]
[PRODUCT:100:1:BOULDER:NO_SUBTYPE:INORGANIC:CALBONE]
[SKILL:SMELT]

where the product CALBONE is
Code: [Select]
calcined bones are a usable flux
[INORGANIC:CALBONE]
[USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:calcined bones][DISPLAY_COLOR:7:7:1][TILE:'177']
[REACTION_CLASS:FLUX]
[MATERIAL_VALUE:3]
[IS_STONE]
[MELTING_POINT:12902]

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